【Hacker News搬运】快速行动,放弃一切
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Title: Move Fast and Abandon Things
快速行动,放弃一切
Text:
Url: https://engineersneedart.com/blog/movefast/movefast.html
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Post by: JKCalhoun
Comments:
tkiolp4: Many companies I have worked for operate like this. Engineers get to work on shiny new features, they get released, everyone is happy. Months later tons of bugs accumulate. The original authors are already part of another team (because “breaking silos”, but actually because “make everyone replaceable”). The engineers that inherit the project need to maintain it and fix the bugs until another team takes over.<p>It’s awful.
tkiolp4: 我工作过的许多公司都是这样运作的。工程师们开始研究闪亮的新功能,它们被发布,每个人都很高兴。几个月后,大量的虫子堆积起来。原作者已经是另一个团队的一员(因为“打破孤岛”,但实际上是因为“让每个人都可以被取代”)。继承项目的工程师需要维护它并修复错误,直到另一个团队接管<p> 太可怕了。
zackmorris: This post really resonated with me, as I have between a dozen and a hundred abandoned projects, mostly games, since I started programming around 1989. Most of them written for the Mac Plus or Mac LC. And many of them following a similar mechanic or art style to the ones in the post.<p>I think of the few shipped projects I've released or been part of as a shadow of who I am. Same with my resume and work experience. They're a fingerprint of a whole being living a dream life that never manifested, because I never had an early win to build upon. That's why I think UBI might magnify human potential by 10 or 100 fold, to get us from the service economy to agency and self-actualization, producing our own residual incomes.<p>Oh and I played Pararena a ton!
zackmorris: 这篇文章真的引起了我的共鸣,因为自从我1989年左右开始编程以来,我有十几到一百个被放弃的项目,主要是游戏。他们中的大多数是为Mac Plus或Mac LC写的。他们中的许多人遵循与帖子中类似的机械或艺术风格<p> 我想起了为数不多的已交付项目;我已经释放或成为了自己的影子。我的简历和工作经验也是如此。他们;这是一个整体过着从未实现的梦想生活的指纹,因为我从未有过早期的胜利。那;这就是为什么我认为UBI可能会将人类的潜力放大10到100倍,让我们从服务经济转向代理和自我实现,从而产生我们自己的剩余收入<p> 哦,我玩了很多帕拉雷纳!
dietrichepp: I’ve been going back and working on retro development. These days, making software for the 68K Macintosh, which is where I learned to program in the first place. I dug a lot through old books, comp.sys.mac.programmer posts, and the source code from Soft Dorothy and others (like the GliderPro source).<p>It’s a trip seeing this old code through new eyes. I can see why the old Macs crashed so much (beyond the basic “they had no memory protection” explanation). I’m also fond of the 1-bit art, like the author mentions, and I curate a list of accounts on Twitter which post 1-but artwork (if you know anybody who’s missing from the list, let me know): <a href="https://twitter.com/i/lists/1578111923324944397" rel="nofollow">https://twitter.com/i/lists/1578111923324944397</a><p>The nice thing about programming for a limited system is that it limits your options. It’s a nice break from the more modern experience where you can do <i>anything</i> by pulling in the right library. I sometimes imagine a world where computational power is frozen, and we simple get better and better software for systems that are well-understood. The thing about these old systems like the Mac 68K machines is that the pace of hardware development was so fast it made you dizzy. If a new processor came out like the 68020 or 80386, then you had maybe a couple years at most to make something that really used it to its full potential. If you waited too long, you’d be competing against a new generation of software written for a new generation of hardware.
dietrichepp: 我一直在回去做复古开发。这些天,我为68K Macintosh电脑制作软件,这是我最初学习编程的地方。我查阅了很多旧书、comp.sys.mac.programmer帖子以及Soft Dorothy和其他人的源代码(如GliderPro源代码)<p> 这是一次以新的眼光看待旧代码的旅行。我可以理解为什么旧的Mac电脑会崩溃这么多(除了基本的“它们没有内存保护”的解释)。正如作者所提到的,我也喜欢1-but艺术,我在推特上整理了一个发布1-but艺术品的帐户列表(如果你知道列表中缺少任何人,请告诉我):<a href=“https:”Twitter.com“I”lists“1578111923324944397”rel=“nofollow”>https:”/;twitter.com;i■;列表;1578111923324944397</a><p>为有限系统编程的好处在于它限制了你的选择。这是一个很好的突破,从更现代的体验中,你可以通过拉入正确的库来做任何事情。我有时会想象一个计算能力被冻结的世界,我们很容易为易于理解的系统开发越来越好的软件。像Mac 68K这样的旧系统的问题是,硬件开发的速度太快了,让你头晕目眩。如果像68020或80386这样的新处理器问世,那么你最多只有几年的时间来制造真正发挥其全部潜力的东西。如果你等待太久,你将与为新一代硬件编写的新一代软件竞争。
karaterobot: That's a neat blog all around. Lots of interesting stuff to poke around in.<p>I think it's okay to abandon things, and you can certainly learn things and reuse parts from abandoned projects. For me, a breakthrough moment was when I decided to make things so small that I could finish them. It helped me develop the skill of finishing things, which is a separate skill that's hard to learn, because it only happens at the end of a process so long and hard you almost never make it there. All my friends who are making video games start by writing their own engine, and get burnt out somewhere around the point where they're making a level editor. They learn a lot about things like tooling (which, coincidentally, is a lot like what they already knew how to do), but never actually make the game. It'd be like learning stone masonry by building a cathedral—you won't live to see the end. Start so small that you can't fail, then work your way up to bigger and bigger projects.
karaterobot: 那;这是一个整洁的博客。有很多有趣的东西可以探索。<p>我认为它;放弃东西是可以的,你当然可以从被放弃的项目中学习东西并重用零件。对我来说,一个突破性的时刻是我决定把事情做得如此之小,以至于我可以完成它们。它帮助我培养了完成事情的技能,这是一种独立的技能;这很难学,因为它只发生在一个漫长而艰难的过程结束时,你几乎永远无法到达那里。我所有制作视频游戏的朋友都是从编写自己的引擎开始的,并在某个时候感到精疲力竭;重新制作关卡编辑器。他们学到了很多关于工具的东西(巧合的是,这很像他们已经知道如何做的事情),但从未真正制作过游戏。它;就像通过建造一座大教堂来学习石砌体一样——你赢了;我不能活着看到结局。从小处着手,这样你就可以;不要失败,然后朝着越来越大的项目努力。
munificent: John, your games were an inspiration to me when I was a kid first learning my way around programming on the Mac. I spent a lot of time playing Glider and even more playing Pararena. I still have the echo-y startup sample of that lodged in my head.<p>I probably spent even more time poking around in the resource forks of your games in ResEdit.<p>I didn't finish much, but I did complete a couple of little shareware games and uploaded them to AOL. I was beyond surprised when a check from far away California appeared in my mailbox many months later.<p>Those early Mac days really did feel like a special time where anything was possible a solo developer could make a thing and put it out into the world without needing more than creativity and time.<p>Thank you for writing these posts and sending me down memory lane. I hope you're enjoying your retirement.
munificent: 约翰,当我还是个孩子的时候,你的游戏给了我灵感,让我第一次在Mac上学习编程。我花了很多时间玩Glider,甚至更多的时间玩Pararena。我脑子里还留着那种回声般的创业样本<p> 我可能花了更多的时间在ResEdit中浏览你游戏的资源分支<p> 我没有;我完成的不多,但我确实完成了几个小共享软件游戏,并将它们上传到了美国在线。几个月后,当一张来自遥远加利福尼亚州的支票出现在我的邮箱里时,我感到非常惊讶<p> 那些早期的Mac时代确实感觉像是一个特殊的时期,在这个时期,任何事情都是可能的,一个独立的开发人员可以制作一件东西,并将其推向世界,而不需要更多的创造力和时间<p> 谢谢你写这些帖子,让我回忆起过去。我希望你;享受你的退休生活。